VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Aoi

いそこま

  • Shun
  • Pai
Career matches379
Career win rate74.9%
Round win rate63.4%
Peak rank31
Distinct opponents87
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1564 #1,577 of 3,686 on the Elo list →

The overall rating moves on every match, whatever was picked; a character's rating adds this player's own adjustment on it. Both run from every recorded match since v1.10; how they are worked out is on the Elo list.

Characters played — VF5's own record

Aoi313022228073.5%
Pai2441281368.3%
Shun273634294.4%

These are the totals VF5 keeps for each character, read from the newest replay stored for it. They cover the player's whole ranked career and take no period.

Inputs per second

408 of 547 rounds counted

9.0 inputs a second (538 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi8.9534240
Shun9.657791
Pai8.450377

By opponent's character

Akira9.053973
Jacky8.853037
Jeffry9.255414
Kage9.456136
Sarah8.349812
Lion8.651811
Shun9.054233
Lau8.551136
Wolf9.456222
Aoi8.24948
Dural9.356120
Goh8.651721
Vanessa9.356026
Pai9.456713
Brad9.255319
El Blaze8.249312
Taka8.651410
Lei Fei9.15465

An input is any change on the controller (a new stick direction, a button pressed or released) from the bell to the moment a round is decided, over the live time of the round. Only rounds whose inputs have been decoded are counted. Who you face changes the pace too: see the inputs-per-second article under News.

Against each character

Akira1713476.5%+0.6
Jacky128466.7%-8.2
Jeffry10100100.0%+25.0
Kage109190.0%+24.9
Sarah109190.0%+20.1
Lion97277.8%+3.4
Shun97277.8%-1.4
Lau82625.0%-55.7
Wolf86275.0%+3.2
Aoi76185.7%+13.4
Dural75271.4%-3.1
Goh75271.4%+7.2
Vanessa73442.9%-33.5
Pai65183.3%+10.7
Brad550100.0%+24.6
El Blaze3030.0%-74.1
Taka31233.3%-47.0
Lei Fei220100.0%+46.7

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

A matchup row is the particular people played on that character, not the character in general: one strong regular moves it as much as the matchup does.

By ring shape

Half Fence1713476.5%-0.1
Breakable Half Fence1612475.0%-1.8
Octagon1513286.7%+14.4
Rectangle159660.0%-9.9
Open1411378.6%+4.8
Single Wall1412285.7%+17.0
Breakable Full Fence138561.5%-15.9
Full Fence129375.0%+3.8
Low Fence107370.0%-5.1
Full Fence and Open52340.0%-37.4

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls8872.7%74.0%-1.3
No walls3878.9%73.0%+6.0

Walls against open: -7.3 points (95% range -24.9 to +10.4), p 0.419 — no measurable difference.

The fence-and-open stages and Training Room are on neither side, as on the stage report.

How these are tested
  • Each match gets an expected result from the two players' ranks, read off the ladder's rank-against-rank win rates, and shifted by one number per player so the expected wins add up to the actual ones. A row's gap is how far above that expectation it sits, against the same measure over the player's other matches.
  • Matches against the same opponent are not independent, so each test is widened by how unevenly this player's results fall across the people they played. Rows under 30 decided matches or 10 different opponents on either side carry no test, and each table is corrected for the number of rows tested in it.
  • Not adjusted for: how strong an opponent is for their rank. Rank carries most of it; the rest needs a rating model.

Most played opponents

Most played opponents, most recent first

南高梅 (Rank 29)2026/08/3031233.3%
いそまるGOLDEN (Rank 28)2026/08/3043175.0%
nyu_necoginjo (Rank 28)2026/07/1921150.0%
Kenji_Niinuma (Rank 27)2026/06/17220100.0%
CELIS (Rank 27)2026/06/17220100.0%
ルドルフ (Rank 31)2026/06/1753260.0%
Koutei (Rank 28)2026/06/1753260.0%
BANANA (Rank 29)2026/05/2832166.7%
nassy-0106 (Rank 29)2026/05/28220100.0%
Neko_maoh (Rank 23)2026/05/2831233.3%
ZR615C (Rank 25)2026/05/27330100.0%
tempest8933 (Rank 25)2026/05/27220100.0%
タイヨウ (Rank 25)2026/05/2732166.7%
manao_0609 (Rank 26)2026/05/27770100.0%
moga_moga24 (Rank 24)2026/05/27220100.0%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/05/25220100.0%
kobaman (Rank 25)2026/05/21330100.0%
nobita2025 (Rank 30)2026/05/102020.0%
たわばTAWABA (Rank 28)2026/04/0321150.0%
パパ (Rank 15)2026/03/31220100.0%
SIXXMIXX (Rank 14)2026/03/31220100.0%
Mevius1 (Rank 12)2026/03/31220100.0%
ゲンドウ (Rank 10)2026/03/30550100.0%
まみず (Rank 1)2026/03/30220100.0%
悲傷滷肉飯 (Rank 4)2026/03/30220100.0%

Round openings

Every character

backdash into evade down539.7%
backdash into evade up488.8%
crouch dash back into Hou'oushu3P356.4%
forward movement into punchP325.8%
crouch dash back into crouch315.7%
crouch dash back into evade down285.1%
crouch dash forward into Hou'oushu3P173.1%
backdash into Maegeri3K152.7%
crouch into Haisenchu1P152.7%
crouch dash forward into evade down91.6%
crouch81.5%
crouch dash back81.5%
crouch dash back into offensive move71.3%
crouch dash back into punchP71.3%
crouch dash forward into crouch71.3%

123 further openings account for the other 227 rounds.

Aoi

Career
222–80 · 73.5%
This season
91 matches · 71.4%
Peak rank
31

First hit in 55.2% of 355 rounds. Won 63.3% of the rounds they struck first, 60.4% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “backdash into evade down” in 20.9% of rounds, against 4.2% in their other rounds.

How is this tested?

crouch dash back into Hou'oushu3P359.9%
backdash into evade down308.4%
crouch dash back into crouch298.2%
backdash into evade up236.5%
crouch dash back into evade down215.9%
forward movement into punchP215.9%
crouch dash forward into Hou'oushu3P174.8%
backdash into Maegeri3K154.2%
crouch dash back72.0%
crouch dash back into offensive move72.0%
crouch dash forward into crouch72.0%
crouch dash forward into offensive move72.0%
crouch61.7%
crouch dash forward into evade down61.7%
offensive move61.7%

62 further openings account for the other 118 rounds.

Shun

Career
34–2 · 94.4%
This season
26 matches · 88.5%
Peak rank
27

First hit in 67.0% of 100 rounds. Won 71.6% of the rounds they struck first, 66.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Haisenchu1P1515.0%
backdash into evade down1212.0%
backdash into evade up1212.0%
Rensai Gakushu46PP into Rengeki Gakushu46PPP55.0%
backdash into Gyou'in Haishu3P44.0%
backdash into Rengeki Gakushu46PPP44.0%
backdash into Gyou'inshuP+K+G33.0%
forward movement into punchP33.0%
backdash into Kasen Gyou'in6P+K+G22.0%
backdash into Rensai Gakushu46PP22.0%
backdash into Tenshin Benshu4P+K22.0%
crouch22.0%
crouch dash back into Gyou'in Haishu3P22.0%
crouch dash back into punchP22.0%
crouch dash forward into Kasen Chugeki6P22.0%

26 further openings account for the other 28 rounds.

Pai

Career
28–13 · 68.3%
This season
23 matches · 65.2%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1314.1%
backdash into evade down1112.0%
forward movement into punchP88.7%
crouch dash back into evade down77.6%
backdash into Senkyaku Chushou3KP66.5%
crouch into down-back kick1K55.4%
backdash into Ensei Toukyaku46K33.3%
crouch dash back into Souanshou3P+K33.3%
Hi'en Tankyaku9K22.2%
backward movement into evade up22.2%
crouch dash back into Senkyaku Chushou3KP22.2%
guardG into Hi'en Tankyaku9K22.2%
Rikensui1P11.1%
Ryoushou6P+K into Renkan Maho Chuken6P+KP11.1%
Ryoushou6P+K into forward movement11.1%

25 further openings account for the other 25 rounds.

How these are tested

A tell is a habit in how this player starts a round: something they do clearly more often in one situation than in the others — backing off more in round 2, say, or opening with one move more against one character. Each situation is compared with how they actually opened their rounds, and a tell is listed only if it is too strong to be a fluke even after allowing for how many situations were checked on this page. Anything weaker is left out, so a character with no tells listed may still have habits, just none the data can show for certain.

  • An opener is filed by what the player did first: attack (a named move or any button), move in (forward dash, forward movement or crouch dash forward), wait (guard, crouch or no input), back off (backdash, crouch dash back or backward movement) or evade. Each is also tested as the exact opener: the character's five most used, and the rest together.
  • Up to ten things known before a round starts are tested against the opener: which round it is, the opponent's character, the ring shape, how the player opened the round before and how the opponent did, whether they won or lost the round before, who landed the first hit of the round before, whether they go into it ahead, level or behind, and -- where a Shun is playing -- the drink points he starts it on: the player's own if they are Shun, the opponent's if they face one. Each is a chi-square test, divided by how much more alike the rounds of one match are than separate rounds would be, and never made more generous by it. Checked by shuffling the data so that nothing is there: the tests then find something no more often than chance allows.
  • Round results and drink points come from each match's round record, matched to its openers by the two players and the date. A match whose record is missing, lacks rounds the openers have, or does not add up to the match's result sits out of those four tests only. These four are compared only between rounds of the same number -- the score and the drinks follow from which round it is (every match starts level and on no drinks), so a pattern that is only “the first round is different” is not counted as one of theirs. Drawn rounds count toward neither side of the score, and the round after one has no previous result. Drink points are grouped as on the Shun report (none, 1–4, 5–9 and so on), with neighbouring groups joined where they are thin.
  • A character is tested with at least 300 rounds from 30 matches. Rare cases are pooled before testing, and a pattern is only named where it holds up after correcting for every test on this page (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Aoi: 1 of 14 tests hold up
  • Shun: not tested (too few rounds)
  • Pai: not tested (too few rounds)